Creatures-By-Poll: Fey

well actually, i sent that one in at the same time as Monsters of the Mind. MotM was accepted and they wanted to see it first, and then they might want to see the fey one afterwards. however, i changed my mind about the format i originally pitched it in, and decided to redo it - and have spend the last few months working on that reworking. ;)

all of the above descriptions can be re-used when i send in a new query.

feel free to add to the linked-to thread: http://www.enworld.org/showthread.php?t=164670 :)
 

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So just to get this straight, we're waiting to see what we get out of the aforementioned linked thread before the poll is created?
 


some things to consider, after looking at the other thread.

do we want to consider the Jermlaine, Firetail, Lhiannan Shee (as presented in MC11) or Kercpa fey? saying "no" to this simply means that they will be out of consideration for this article, but not necessarily any future projects. right now i'm leaning in the "no" column, but a strong argument could convince me.

do we want to try pitching an alternate version of the Brownie? i know there was one on the WotC website, but i'd like to see one in print, and if WotC isn't going to recycle that conversion we can try to pitch one of our own...

for that matter, the Boggart was posted along with the Brownie, but i wouldn't necessarily consider the D&D boggart a fey since it is an immature form of will-o-wisp.

i'm sure there are fey listed in this thread, if anyone would care to take the time to look through it: http://www.enworld.org/showthread.php?t=9651
 

I would say "yes" to allowing them within the same submission if they fit thematically, even if they might not be of the Fey type mechanically.
 

The jermlaine already appears in 3E in Dragon Annual #5.

I'd say no to the brownie, boggart, and the lhiannan shee (which appears as "Leanan Sidhe" on WotC's site in Monster Mayhem).

I'd definitely like to consider the kercpa. I think that is one of our best conversions to date. I'm neither here nor there on the firetail.

Looking through the Dragon index...

146 - faerie drake
190 - faerie unicorn
206 - faerie fiddler
269 - byut [fey deer]
 


OK, before i set up the poll (it won't be tonight - i burned out ye olde brain getting to this point), i figure i would post what i have here for you all. :) these are the options i'm considering. there were a number of iffy critters that didn't make the cut in my mind. feel free to post opinions of things that should or should not be included in the poll.

Actaeon

Asrai
Atomie
Booka
Bramble
Brownie
Buckawn
Chac
Chevall
Dobie
Ekrat
Faedorne
and Silver Warrior
Faerie Fiddler
Faux Faerie
Feystag/Calygraunt
Flitterling
Forlarren
Frost
Gorse
Hamadryad Killmoulis
Korred
Leprechaun
Leshy
Nereid
Nightshade (Wood Wose)
Nymph, Grain
Pech
Quickling
Shargugh
Shatjan
Sprite, Common (see Tome of Horrors)
Sprite, Sea (see Tome of Horrors)
Squeaker
Stwinger
Urisk


Pooka:
CR 1
Shapechanging CN animal spirit that can become invisible at will. Can cause nightmares and affect the passage of time. They love drinking and romance, and are great storytellers.
(Originally found in Creature Crucible I: Tall Tales of the Wee Folk.)


Drake (Mystaran): Mandrake, Wooddrake, Colddrake
CR 2-4
Chaotic shapeshifter with a form similar to that of dragons that can disguise as a humanoid. They can become invisible at will, and are immune to certain spell effects. Each type of faerie drake has a different draconic appearance and habitat.
(see Master Set)
(Originally found in D&D Master Set, Creature Crucible I: Tall Tales of the Wee Folk, and Mystara Monstrous Compendium Appendix)


Imp (Mystaran): Wood Imp, Bog Imp, Garden Imp
CR 1/4
CE/CN creatures are descended from degenerate fey, though they lack spell-like abilities. They roam the word causing mischief to all they meet.
(Originally found in AC9 Creature Catalog (wood imp) and Mystara Monstrous Compendium Appendix)


Sprite, Seelie Faerie:
CR 1/4
Unusual CN faeries that live in the mystical reaches of sylvan woodlands. Most look like tiny humans, though some have animal parts or even look totally alien. They can change size and become invisible at will, and use sleep arrows like pixies. They can fly but also ride giant insects. They can cast one spell per day, and each one has a different spell.
(Originally found in Spellbound, and Monstrous Compendium Annual Volume Two)
Sprite, Unseelie Faerie
CR 1/4
Twisted CE cousins of the seelie faerie, are ugly dark-skinned creatures with variable forms. Appearance causes magical fear. Whereas seelie faeries are mischievous, unseelie faeries are murderous. They ride bats or stirges, and otherwise have the same abilities as seelie faeries.
(Originally found in Spellbound, and Monstrous Compendium Annual Volume Two)


P'oh
CR 3
This CE humanoid spirit is arrogant and obnoxious, and will threaten, insult, and intimidate adversaries rather than attack. This ruddy bronze creature is 3 feet tall, with long red hair and armed with a club or iron rod. It can become invisible at will. It causes Con damage on a successful hit, dehydrating and desiccating the victim. This wandering spirit can also cause a drought in a large area.
(Originally found in 1E Oriental Adventures, and Monstrous Compendium Kara-Tur Appendix)


Shan Sao
CR 1
This tiny CN humanoid lives in the heart of thick bamboo groves, in woodland hills. They resemble squat, plump humans with deep orange or dark brown skin. They are immune to fear and intolerant of trespassers. They can cause disease once per day, change shape into a bird 3/day, summon tigers once per day, and some take levels as spellcasters.
(Originally found in 1E Oriental Adventures, and Monstrous Compendium Kara-Tur Appendix)


Ashira
CR 2
CG tree spirits that live in domesticated fruit-bearing trees, with a close relationship to the humanoids who tend their trees. They look human, but with unnaturally thin limbs and wild, curly black hair. In defense of their orchard, they can charm foes.
(Originally found in Al-Qadim Monstrous Compendium)


Pahari
CR 2
Shapeshifting, CG marine nymphs that dwell in seas and oceans. The appear similar to mermaids, and have two other forms they can assume: a human, and colorful tropical fish. These shy, peace-loving creatures can cast spells as a wizard of level equal to their HD.
(Originally found in Al-Qadim Monstrous Compendium)


Sakina
CR 5
Friendly CG air sprites, these creatures of the wind are naturally invisible, but can appear as a man-shaped patch of mist. They can attack with a powerful blast of compressed air, have a variety of magical abilities, and have SR and DR.
(Originally found in Al-Qadim Monstrous Compendium)


Stone maidens
CR 3
NG maidens have a mystic bond with the particular rock formation or standing stone of which they are (literally) a part. They look like beautiful humanoids made from any type of stone. They can use suggestion, or a variety of other magical powers to deter opponents. Their bond with the earth is similar to a dryad's.
(Originally found in Al-Qadim Monstrous Compendium)


Vahine-hae
CR 7
These are like the Sirens of Greek Myth. They capture humanoids by their song. They can be recognized, if caught, by their eyes that pop out, and their tongues which flick down to the ground. They can use charm person, charm monster, and have powers of seduction.
(Originally found in Dragon Magazine #20, The Mythos of Polynesia in Dungeons & Dragons)


Porpoise Girl
CR 8
The porpoise girls come from the Sea, drawn by curiosity to watch men dance, or to dance, or to steal. If someone hides her removable tail, she will be forced to remain with that person until the tail is restored to her. She looks like a beautiful maiden without the tail.
(Originally found in Dragon Magazine #29, The Mythos of Oceania In Dungeons & Dragons)


Sky Maiden
CR 8
The Sky Maidens come from the Sky to watch Men dance, or to steal. They appear as regular women, but they have removable wings. If these wings are stolen, they cannot return home to the sky, and thus are forced to remain with men. They can seduce men, and use charm person.
(Originally found in Dragon Magazine #29, The Mythos of Oceania In Dungeons & Dragons)


Adaro
CR 12
The Adaro are Sea-sprites who travel in waterspouts or sunshowers and use rainbows as bridges. They are partly human and partly fishlike in appearance. They shoot men with flying fish, and when the missile strikes, the victim feels pain in the nape of the neck and loses consciousness. Unless an offering of a flying fox is made in ten hours, the victim will die.
(Originally found in Dragon Magazine #29, The Mythos of Oceania In Dungeons & Dragons)


Dogai
CR 4
The Dogai impersonate a man's wife to seduce him, but they overdo everything. Their joints are reversed, and sometimes their hands are too. In their own shape they are gross and ugly and have exceedingly large ears. They can use polymorph, seduction, charm
person, and teleport.
(Originally found in Dragon Magazine #29, The Mythos of Oceania In Dungeons & Dragons)


Marsalai
CR 15
The Marsalai are spirits who inhabit rocks, pools and declivities. When visible they appear as variegated striped or two-headed snakes or lizards. They are the guardians of the hunting grounds, and they react malevolently to all trespassers. They are particularly dangerous to pregnant women and can cause miscarriages, stillbirths, illness, and death. They cause winds, landslides, earthquakes, and floods.
(Originally found in Dragon Magazine #29, The Mythos of Oceania In Dungeons & Dragons)


Gan-da-yah
CR 1/2
NG guardians and caretakers of fruits and grains. The Gan-da-yah can take on various
forms for safety and guidance, often choosing the shape of birds or bats. They cast spells as druids.
(Originally found in Dragon Magazine #61, Jo-ga-oh: Little People of the Iriqouis)


Ga-hon-ga
CR 1
CG guardians of the stream, live in rock caves near rivers, and though small in size are possessed of gigantic strength. The Ga-hon-ga also watch over the fish, providing shelter in their caves. The Ga-hon-ga have strength equal to a stone giant, and can throw and catch rocks. For river travel, the Ga-hon-ga use magical canoes which will, at times
of need, fly into the air with a single stroke of the paddle. The Ga-hon-ga can control weather.
(Originally found in Dragon Magazine #61, Jo-ga-oh: Little People of the Iriqouis)


Oh-do-was
CR 1/2
LN wise and mysterious little people, under-earth dwellers. They hold jurisdiction over the sunless domain beneath the earth, where live the creatures of darkness, and the prisoners that have offended the regions of light. The Oh-do-was are armed with either
short bow and dagger or spear, and wizards are common among them.
(Originally found in Dragon Magazine #61, Jo-ga-oh: Little People of the Iriqouis)


Kruel
CR 1
CE creatures once good fey, now cursed. They resemble elves from the waist up, but their lower halves are that of a bird of prey. They attack weak-looking creatures, and can turn thrown pebbles red-hot. They can use flame blade at will and have resistance to fire, and are quick enough to evade attackers blows.
(Originally found in Dragon Magazine #187, The Dragon's Bestiary)


Glouras
CR 2
Elusive, subterranean fey has grey skin and wings. A glouras creates a beautiful yet droning song that charms and enslaves creatures, treating them like its court of followers. They frolic with the Unseelie Court, and are usually on friendly terms with the drow.
(Originally found in Dragon Magazine #227, Dragon's Bestiary: Monsters of the Underdark)


Clurichaun
CR 1
These relatives of leprechauns inhabit wine cellars and love nothing more than fine wine. They can telekinetically control liquids, and can make fluids spurt out with force equal to a decanter of endless water. A clurichaun can become quite nasty when drunk.
(Originally found in Dragon Magazine #239, The Dragon's Bestiary)


Wicked Leprechaun
CR 1/2
NE fey which were once benign leprechauns, these were magically experimented on to produce vile, deadly monsters. Wicked leprechauns appear the same as normal leprechauns, but wear black and grey rather than the normal colorful garb. They have most of the powers of their kin, plus the ability to cause fear with a grin, and Tasha's Uncontrollable Laughter.
(Originally found in Dragon Magazine #239, The Dragon's Bestiary)
 

OK, we've got 20 votes in the poll (at least, last I looked), so that's more than enough, I figure. :) it's time to start constructing the queries.

I'd say we should put together no more than 5 separate queries, which will be lumped into a single e-mail. Some ideas I had include: wicked fey (evil ones, or just neutrals that don't mind hurting people), "the little people" as I once submitted, climate-based fey (such as aquatic, cold lands, or any other non-forest), or protectors of nature.

Here is how the poll turned out with 20 votes:

12: Leprechaun
11: Quickling
10: Brownie
9: Actaeon, Pooka
8: Nereid
7: Hamadryad, Korred
6: Atomie, Booka, Dobie, Pech
5: Asrai, Buckawn, Chevall, Faedorne & Silver Warrior, Feystag, Killmoulis, Marsalai, Urisk
4: Bramble, Drake (Mystaran), Forlarren, Porpoise Girl, Sprite (Seelie and Unseelie Faerie), Vahine-hae
3: Clurichaun, Ekrat, Flitterling, Imp (Mystaran), Pahari, Sky Maiden, Sprite (Common)
2: Adaro, Faerie Fiddler, Frost, Leprechaun (Wicked), Nightshade (Wood Wose), P'oh, Shatjan, Squeaker, Stone maidens, Stwinger
1: Dogai, Faux Faerie, Gorse, Sakina, Shan Sao, Shargugh, Sprite (Sea)
0: Ashira, Chac, Ga-hon-ga, Gan-da-yah, Kruel, Leshy, Nymph (Grain), Oh-do-was

See the poll for descriptions thereof. We will construct our queries keeping in mind those who got to the top of the list primarily, and those who did not do so well as secondary. Anything with 6 or more votes definitely needs to be worked in somehow!


Plus, we have demiurge's Springheel (which can be used as-is), and our CBP fey as follows; all of them must be worked into at least one query:

Madrishge (CR 3?)
This chaotic neutral creature resembles a human-sized salamander, wallowing in the shallow water of a steaming fen. It is content to live alone, feeding off the tiny creatures on the bottom of its swamp, until an intelligent creature wanders by. The madrishge enjoys taunting, teasing, and confusing creatures, using illusions to test their feelings on what they hold most dear. If it redeems the wicked from vice or corrupts the good from virtue along the way, it is no matter; this fey just enjoys playing with emotions for its amusement. Besides defending itself, the only thing likely to provoke a madrishge into attacking is anything that seeks to alter the renewal of its swamp by the natural death of the creatures in it, or anything that tries to upset the ecological balance of the swamp. The madrishge has a natural affinity with oozes, and a resistance to acid as well.


Mincloch (CR 1?)
This chaotic good creature is a small humanoid with a stony hide and comically-large ears. These fey usually travel in groups, and like to appoint themselves the guardians of any stone structure used by humanoids (city walls, castles, temples, bridges, even cobblestone roads) whether their help is wanted or not. Minclochs prefer to remain unseen, residing inside the walls of which they've appointed themselves guardians, using a remarkable ability to squeeze through spaces in stones. Their meld into stone and stone shape spell-like abilities powers are used to protect the structure from attacks and intruders, and to make repairs and "improvements" as they see fit. Minclochs can be chased or cajoled away by the inhabitants only by threats, frequently repeated requests to leave, or by offering gifts, but killing one can bring a curse of bad luck.


Brehonmor (CR 5?)
This lawful neutral creature is a tiny humanoid with ashen grey skin, long spindly limbs, little dragonfly wings, and a protruding belly, wearing what appears to be wispy black robes. A council of brehonmor is quite literally a seelie court: serving as enforcers of faerie law and order (twisted as it may be), and spending their time arguing the precise meaning of laws with one another. Their domain consists of a ring of ancient standing stone megaliths upon the tallest hill in the land. Both fey behaving contrary to their nature and humans that break the inexplicable rules of fey society stand trial in the stone circle courtroom, their fate determined by letter of the law. Guilty parties can be trapped (as trap the soul) inside the megaliths, while allowing for "empty" stones to be animated. Brehonmor have an array of spell-like abilities (both for defense, and for conducting trials and administering punishment), which are augmented while the fey stands within his stone circle. Though completely serious about their duties, brehonmor can still be caught up in riotous spirit as much as the next fey.


Paraku ola'i (CR 8?)
This chaotic evil fey creature is a horrible earth-spirit that embodies the natural wrath of the ocean floor. Its physical appearance is an amalgam of a large humanoid and hideous deep-sea fish. The paraku ola'i have found they can cause earthquakes and tsunamis by goading an ancient sect of earth elementals which constantly pushes the continents of the surface world, deep in the ocean's trenches. Needing mortals to procreate, they use this borrowed power to force the coastal settlements into propitiating them with a humanoid sacrifice once a year. The paraku ola'i enjoy spreading destruction and causing pain and misery to denizens of the surface world. Possessing an array of physical and magical powers, the paraku ola'i are indeed formidable combatants.


Akhukuk (CR 12?)
This neutral fey creature is the guardian of hidden and ancient sites that serve as pathways to the afterlife for the spirits of other fey. The akhukuk is secretive and even deceptive about its true task, which is to guide the spirits to their destination and to protect these holy places sacred to fey.

The akhukuk's natural form is that of an oversized polar bear, with eyes and mouth that seem to open up into the black void of night. In this form, the fey can exude a breath weapon similar to a modified prismatic mist spell (see PHB2).

The akhukuk has the ability to assume the form of a wizened gnome-sized humanoid when it wishes to speak to sentient creatures. This form's skin appears to be ebony, dotted with pinpoints of white starlight like a cosmic field of stars. In this form, the akhukuk has spell-like abilities instead of a breath weapon.
 

A few of the themes I see (and a small sample for each):

Water Fey (neried, paraku ola'i)
Spirits of the Woods (actaeon, brownie, quickling)
Nature's Law (Actaeon, Akhukuk, Brehonmor)
 

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